In my opinion, there are clear issues in that screen shot. Look at the gaps along the corners!
Procedural displacement is really quite hard to get good.
It’s much more robust to model it in whatever modeling tool and let Nanite take care of simplification.
You can push the Landscape module a bit by subdividing at, say, 20 cm instead of 100 cm, but if you need more resolution than that, you should either add custom crafted meshes where it’s needed, or build your entire terrain as a sequence of custom meshes, and throw them at Nanite.
Generally, though, landscapes are covered by underbrush, which hides the somewhat-coarse triangles, and transitions are artfully masked with prop meshes and random greeble.
Developing current-age AAA game looks will require a lot of different thinking than the best practices of one generation ago, or what was leading edge two generations ago … The rules, and what approaches actually work, have changed.